FastNoise
webgl-noise
FastNoise | webgl-noise | |
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57 | 5 | |
2,561 | 2,695 | |
- | 0.8% | |
7.7 | 0.0 | |
about 1 month ago | 5 months ago | |
Rust | C | |
MIT License | MIT License |
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FastNoise
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Using FastNoiseLite (or any GLSL library) in a shader.
If you go to the FastNoiseLite github you'll see there's a FastNoiseLite.glsl file, this file contains the entire library. So to use this in a shader we need to use the new shader #inlude preprocessor. In short, create a new ShaderInclude resource, paste the contents of the FastNoiseLite.glsl file into it and then simply #include it in your shader.
- Procedural terrain generation that isn't so bumpy?
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While working on my game I made a highly optimized Noise Library for C#, I just made it open-source!
FastNoiseLite: ValueNoise, OpenSimplex2, OpenSimplex2S, Perlin, ValueCubic (from https://github.com/Auburn/FastNoiseLite )
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Experimenting with shaped islands and Perlin noise. Video link below.
Fair enough. If it helps, you can drop this into a P5.js sketch without too much friction: https://github.com/Auburn/FastNoiseLite/tree/master/JavaScript
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Has anyone written "Idiot's Guide To FastNoiseLite"?
I suppose I'll compile what I can find here for future searchers: Here's the original github for FNL , it has some images to use as examples but few explanations unless you want to download and run the preview program yourself.
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perlin noise offset
Also take a look at FastNoiseLite if you want better control over noise generation, and for cool examples.
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My second procedural mesh attempt. No vegetation cover yet.
I used this repo: https://github.com/Auburn/FastNoiseLite
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Using noise seeds in a very large world.
Yeah, that's literally what a seed does. It's really odd to me that the unity mathematics one doesn't have a seed. I use this one: FastNoiseLite
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Has Anyone Created Noise (e.g. Perlin, OpenSimplex, etc.) in C# Using the GPU?
I really like this library which appears to have gals implementation. https://github.com/Auburn/FastNoiseLite
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I have created a floating point origin system for my game to allow the player to venture out far beyond what Unity allows for normally (roughly 5000 meters)
For the actual dunes I used fast noise lite ( https://github.com/Auburn/FastNoiseLite ). They have a nice gui app, where you can create noise textures (in my case voronoi noise). Then I apply the height map to the individual terrain tiles. So no fancy procedural Generation is going on here.
webgl-noise
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How do you make textures for games WITHOUT drawing them?
you may want to start with (4d cellular) ashima-simplex-noise functions of https://github.com/ashima/webgl-noise as basis function, as this is not convergent+iterative like other procgen functions (that are more like a convergent game-of-life). demos of them are in https://www.shadertoy.com/results?query=ashima&sort=newest&filter=
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Best noise algo for height-mapping continents on a sphere?
Oh nice. I think the GLM noise is actually based off the Ashima Arts + Stefan Gustavson GLSL noise https://github.com/ashima/webgl-noise
- Simplex noise(or any fast smooth noise functions) in godot shaders?
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Added 3D Noise and Blend Modes to my GLSL Noise library (gl-Noise)! Used it to make a Planet Generator. Demo and GitHub in comments!
Oh I see what you mean now. Not saying https://github.com/KdotJPG/OpenSimplex2 isn't safe, just that https://github.com/ashima/webgl-noise/blob/master/src/noise3D.glsl isn't. Ty for clarifying, makes perfect sense now!
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Biome generation using 7 noise maps. Some generation patterns don't quite make proper sense, but I'm happy with it!
Several years ago when I was experimenting with all of this I found that OpenSimplex was significantly slower than regular Simplex (not sure what library I was using). Maybe it's improved since then? Anyway, I've since moved my noise computation to the GPU and speed is less of an issue for that particular project. I'm currently using the simplex noise function from GLM, which comes from https://github.com/ashima/webgl-noise. Do you have any idea how that compares with the various noise functions you've listed?
What are some alternatives?
FastNoise2 - Modular node graph based noise generation library using SIMD, C++17 and templates
3DWorld - 3D Procedural Game Engine Using OpenGL
OpenSimplex2 - Successors to OpenSimplex Noise, plus updated OpenSimplex.
FastLED - The FastLED library for colored LED animation on Arduino. Please direct questions/requests for help to the FastLED Reddit community: http://fastled.io/r We'd like to use github "issues" just for tracking library bugs / enhancements.
glNoise - A collection of GLSL noise functions for use with WebGL with an easy to use API.
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
Noise-Extras - Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
Scattered-Biome-Blender - Smooth transitions over biome borders using scattered point evaluations.
fr_public - Farbrausch demo tools 2001-2011